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![]() @Marill - no, the haunts manifested and shut the doors before you exited the room. Theodore dispels the haunt. Marill knows that holy water will permanently quiet them; otherwise, Theodore's spell is only a temporary solution. Doors open to the east, north, and west. On my phone through Thursday afternoon; I am limited in my ability to adjust the map but will keep up as I can. ![]()
![]() Putting Ismene in delay for now. The doors all slam shut with loud bangs. Pulling on them reveals that they are stuck fast. You can try to force open the doors; damage the haunts with positive energy; wait; or, sprinkle holy water as Marill suggests. Surprise Round
Round 1
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![]() I don't think a Knowledge (Religion) check by itself can calm a haunt (though someone correct me if I am wrong), but it can indicate the course of action needed to do so. (There is also a feat that requires a rank in the skill and lets you fight haunts with normal weapons.) Marill's initial check beats the Haunt's Knowledge DC by 5, and I'm going to say that is enough to know the means of destruction. This is a Slamming Portal haunt. A flask of holy water sprinkled in the infested area permanently dismisses troublesome haunts that incessantly slam shutters and gates. Marill can certainly shout out something quick to that effect. @Ismene, there's not really a way in which you can Aid on this Knowledge check (nor is it necessary), so is there something else you would do? If you happen to have a flask of holy water you could use it based on Marill's advice. ![]()
![]() Tiff opens the door. Nothing happens for a few seconds.
Suddenly, the badly-burnt faces of shrieking criminals rush out of all of the doors! Perception other than Theodore:
Ismene: 1d20 + 4 ⇒ (18) + 4 = 22
Marill: 1d20 + 5 ⇒ (6) + 5 = 11 Quinn: 1d20 + 1 ⇒ (20) + 1 = 21 Tiff: 1d20 - 2 ⇒ (19) - 2 = 17 Initiative:
Ismene: 1d20 + 2 ⇒ (17) + 2 = 19
Marill: 1d20 + 3 ⇒ (8) + 3 = 11 Quinn: 1d20 + 1 ⇒ (3) + 1 = 4 Theodore: 1d20 + 2 ⇒ (7) + 2 = 9 Tiff: 1d20 + 4 ⇒ (6) + 4 = 10 All of you realize that something is happening, but only Ismene and Marill are quick enough to react before the tormented spirits. Surprise Round
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![]() There are balconies on the prison that can be accessed from exterior staircases (the northwest balcony) or by climbing the walls (the others). The small balcony over the main entrance appears particularly unsound. Anybody walking up there could cause it to collapse. However, once you get past the entrance foyer into the moldy room with all the doors, the interior of the building seems more structurally intact. ![]()
![]() Map of prison (squares are 10') This was once a wide hall flanked by a pair of waiting rooms, but the foyer to Harrowstone now lies in ruins. With little left to hold up the ceiling, the wooden beams above sag dramatically. The wall to the north contains a large pair of oaken doors. Even a casual observation of the roof here is enough to reveal that the balcony above is unstable. Finding no traps on the oaken doors, you open them. Another room lies beyond. Streaks of mold stain the walls of this room, and the floor below is a thick, gray carpet of fungal growth. Sturdy wooden doors beckon from every wall. ![]()
![]() A two-story stone building looms in the center of the prison grounds. Ivy and moss cling tenaciously to the walls, while above the wooden shingles of the roof are often missing entirely, exposing the wooden rafters of the upper structure to the sky. Here and there, leering stone gargoyles perch on the eaves, once functioning as drainspouts and decorations but now seeming almost to serve a more ominous role of sentinels. Many of these stone decorations have crumbled away and lie in ruined piles on the soggy ground below. Windows in the building’s facade are narrow and blocked by grills of rusty iron bars. Stone columns support a slumping wooden balcony over the building’s wooden front doors, both of which hang askew and reveal dark glimpses of chambers within. Perception:
Ismene: 1d20 + 4 ⇒ (10) + 4 = 14
Marill: 1d20 + 5 ⇒ (17) + 5 = 22 Quinn: 1d20 + 1 ⇒ (15) + 1 = 16 Theodore: 1d20 + 4 ⇒ (19) + 4 = 23 Tiff: 1d20 - 2 ⇒ (14) - 2 = 12 Marill, Quinn, and Theodore notice something. The ivy and grass have been cleared along the edge of the building where the foundation meets the ground, and along this edge a series of sinuous runes has been etched and then smeared with blood. The runes go around the entire building’s foundation save for the northeast corner, where part of the building has flooded and the foundation has crumbled away. The runes themselves are written in Varisian, and among numerous magical incantations, repeat the name Lyvar Hawkran dozens of times. Knowledge (Arcana/Religion):
Ismene: 1d20 + 8 ⇒ (11) + 8 = 19
Marill: 1d20 + 6 ⇒ (20) + 6 = 26 Theodore: 1d20 + 5 ⇒ (15) + 5 = 20 Tiff: 1d20 + 7 ⇒ (18) + 7 = 25 Ismene almost has it, the answer is on the tip of her tongue, but she can't quite divine the meaning of the runes. Marill, Theodore, and Tiff can each tell that the runes seem to have been part of a larger ritual that involved both abjuration and necromantic magic. You might be able to determine more about the runes with access to better resources. ![]()
![]() This small brick manor house is overgrown with thick sheets of gray-green ivy. The roof sags ominously, and the front door hangs askew. It shows no signs of fire damage, but the years have taken their toll. There doesn't seem to be anything of value. The place was thoroughly looted over the past 50 years. Ismene notices that the building is unstable, and could collapse at any minute. Assuming you are moving on. Towers (NW or SW), ![]()
![]() Theodore does not detect a magical possession, curse, or control on Quinn. 'The itches' seems about right. Tiff feels no effects from entering the prison grounds. Where to now?
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![]() As expected, the party finds no traps on the long-abandoned gates. There should be tracks here though nothing is mentioned in the AP... There are tracks on the ground - too many to parse. This is not surprising. Professor Lorrimor was found dead on the grounds of the Prison, inside the perimeter walls but outside the walls of the Prison itself. He had been crushed by falling statuary from the Prison's facade. The tracks you see may just have been locals finding him and bringing his remains out. Or they may have been the agents of the Whispering Way that he wrote about... Quinn Will: 1d20 ⇒ 4 As Quinn leads the way in, he is overcome by a feeling of claustrophobia and a sensation that his skin is burning. Quinn is Shaken for 2d4 ⇒ (2, 1) = 3 minutes. Not going to happen again once he is level 3! Does Quinn say anything?
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![]() Harrowstone is located on a barren hill south of the city of Ravengro, the stark, sagging roof of its central structure visible through a large gap in the surrounding wall. A partially overgrown track leads from the southern edge of town, winding around the base of the hill and then back up along its southern slope to the prison itself. Harrowstone’s grounds are contained within a crumbling stone wall, the eastern portion of which has fallen away into a huge sinkhole that formed when the extensive eastern wing of the prison dungeon collapsed after the dreadful fire of 4661. The sinkhole has partially filled with water, creating a murky pond to the southeast of the prison. To the southwest, a sagging wood and metal gate set between a pair of stone guard towers once barred entrance into Harrowstone, but the gates now hang negligently open, creaking softly in what wind touches the ruined bars. Where do you go?
And where to once you are on the prison grounds? ![]()
![]() Theophania "The Great Tiff" wrote: Tiff has a thought and asks the girls while handing them each a piece of candy, ”Have you been playing out here since this morning? Did you see any guards around the memorial when you started playing? Anyway, maybe another rhyme would be fun? Maybe something anatine?” The girls might be willing to talk, but they draw the line at taking candy from strangers. "It is morning, silly." Mid-morning. "We didn't see anyone nearby. Just you all walking up that way." On to Harrowstone? ![]()
![]() The tallest of the girls looks to the others, steps forward, and says, "It's just a rhyme. All the kids know it. We've sung it here since forever." At Ismene's comment, the girl looks quizzical.
The girls go back to their game and its grisly rhyme. ![]()
![]() Things:
1d4 + 2 ⇒ (3) + 2 = 5 Based on Quinn's post, I will assume you go to check the Harrowstone Memorial once Tiff is done. There is no new letter on the Memorial, nor are there tracks evident. After a few minutes of looking around, Marill hears something. Being a bard, his ears are keen for music. Not far from the Memorial, five little Varisian girls dressed in shawls and dresses are playing a skipping-rope game at the side of the road. Each of the girls takes turns jumping in the rope while singing two lines of a song, then skips out of the rope to let the next girl take up the next two lines. It all seems quite choreographed. Put her body on the bed.
Watch the blood come out the pipe.
Drops of red so sparkly bright.
With a hammer killed his wife.
Tricksy father tells a lie.
The girls are about 50' away. ![]()
![]() I don't believe the Cognatagen lasts long enough to apply to this check, as it represents a full day's worth of research. But with Take 10 and with Aid Another from both Quinn and Tiff, Ismene can hit the DC. It takes the better part of the day and into the evening for you to piece together the tale of the Piper of Ilmarsh. A snippet here, a fragment there, a footnote referring to another author, but eventually you have the tale. Before he snatched his victims, the Piper taunted his targets with a mournful dirge on his flute. He preferred to paralyze lone victims by dosing their meals with lich dust and then allowed his pet stirges to drink the victims dry of blood. Where to now? Back to Kendra's to rest for the night, or would you wish to do something else? ![]()
![]() You head back to the Temple of Pharasma. Father Grimburrow is there. "Back so soon? I hope you will tell me what you found when you have a chance. As I said, you are welcome to use the relics you found for their intended purpose, but it would be good to record what they were." --- The temple's library is extensive. The only topic you have left to research is the Piper of Ilmarsh, one of the five notorious prisoners. This is a DC 25 Knowledge (History) or Knowledge (Local). The Temple library gives a +4, and you can Aid Another - but please specify before rolling if you are making your own check or an Aid Another. ![]()
![]() Ismene Albus wrote:
My mistake! She helped get you access to the Pharasman Archives and then went back to her house when you went to the Restlands. Kendra welcomes you back.
She looks at the items.
Spellcraft Planchette, Identify: 10 + 8 + 10 = 28
Spellcraft Vial: 10 + 8 + 10 = 28
She casts the spell a second time from her bonded item. Spellcraft Rod: 10 + 8 + 10 = 28
Spellcraft Arrow Bundle #1: 10 + 8 + 10 = 28
Her Identify spells spent, Kendra attempts the last bundle of arrows without such assistance.
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![]() Ismene's bomb destroys both creatures, but splashes Tiff and Quinn.
Ismene is able to identify two of the flasks as being Potions of Lesser Restoration. The four vials don't seem to be potions at all. They have stylized cold-iron casings etched with strange runes as well as the spiral of Pharasma. Within each vial roils a small wisp of white vapor, churning as if caught in a miniature vortex of air. Tiff is unable to identify them. Take 10 is not enough. You can roll tomorrow, but also keep in mind that Kenda typically has Identify prepared if you want to bring things back to her. Tiff identifies the scrolls as Detect Undead, Hide from Undead (2), and Protection from Evil. There is nothing else of interest in the tomb, and no bodies buried here. ![]()
![]() The Hell-serpents charge! Quinn's strike is just wide, as he is startled by the venomous vermin.
Bite vs Quinn, Charge: 1d20 + 2 + 2 ⇒ (17) + 2 + 2 = 21
Bite vs Theodore, Charge: 1d20 + 2 + 2 ⇒ (19) + 2 + 2 = 23
Round 1
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![]() Perception:
Ismene, Distracted: 1d20 + 4 - 5 ⇒ (7) + 4 - 5 = 6
Marill: 1d20 + 5 ⇒ (2) + 5 = 7 Quinn: 1d20 + 1 ⇒ (20) + 1 = 21 Theodore, Distracted: 1d20 + 4 - 5 ⇒ (18) + 4 - 5 = 17 Tiff, Distracted: 1d20 - 2 - 5 ⇒ (9) - 2 - 5 = 2 Stealth, Distance: 1d20 + 10 + 2 ⇒ (7) + 10 + 2 = 19 Tiff, Isemene, and Theodore are focused on examining the artifacts. But Quinn hears something moving! He turns his head to see two giant centipedes emerging from cracks in the wall. Initiative:
Ismene: 1d20 + 2 ⇒ (2) + 2 = 4
Marill: 1d20 + 3 ⇒ (13) + 3 = 16 Quinn: 1d20 + 1 ⇒ (16) + 1 = 17 Theodore: 1d20 + 2 ⇒ (1) + 2 = 3 Tiff: 1d20 + 4 ⇒ (17) + 4 = 21 Centipedes: 1d20 + 2 ⇒ (1) + 2 = 3 1 Theodore, 2 Centipedes: 1d2 ⇒ 1 Surprise Round
I'm going to say that these are common. So DC 5 Knowledge (Dungeoneering) to know that these are, in fact, giant centipedes. ![]()
![]() I put Ismene and Quinn on the map behind Tiff. The lid of the sarcophagus has been moved, and Tiff can see inside.
These include:
The darkwood case contains a thin wooden board printed with numerous letters and numbers, a small heart-shaped piece of brass on wheeled casters, and four vials. The vials are in velvet-lined indentations next to the board and piece of brass; there are ten indentations, but only four have vials. Detect Magic reveals that the two bundles of arrows, the two flasks, the scrolls, the rod, the piece of brass, and the four vials are all magical. ![]()
![]() Ismene Albus wrote: I would have moved Ismene onto the map, but it's currently set to view only. Thank you. Fixed it. What is the party's procedure for moving and searching? Nobody has Trap Spotter, so you do not get automatic checks for traps. Move action for active check every 10'? Only at doors or chests? Nothing to worry about this time, but let's establish that. Tiff thinks the dust tastes like Old Man's Footsteps. Both doors open onto a small chamber beyond. Down the stairs is another chamber, and in that one there is a large sarcophagus. Please place yourselves on the map. ![]()
![]() Vexas stabs the creature through the heart. It falls to the ground, bleeds, shudders, and expires. Technically it would have another round or two before being dead-dead (that -Con buffer does a lot of work at this level), but the AP makes it impossible to interrogate this creature. It will starve itself to death rather than talk. I believe there are design reasons for that. So I think in the interest of the story and not derailing the AP, it dies here. The party is able to extinguish the remaining fire before it can spread too much. There are six remaining Alchemists' Fires between the four basic Faceless Stalkers. The leader had Oil of Darkness, one remaining Potion of Cure Moderate Wounds, Glamered Leather Armor, Boots of Elvenkind, 2 Bottles of Messages, Dust of Tracelessness a Wayfinder, a spyglass, a Masterwork Longsword, and a Masterwork Light Crossbow. The plan of the Faceless Stalkers has been thwarted by the party's early discovery of them. "Thank you for all you have done," says Ramona. Pieces of evidence begin to fall into place. The missing manifest documents and resupply schedule that Medrinnah had ditched with the satchel? Likely taken by the Faceless Stalkers to know who to target for impersonation. The footprints from that theft led into the water to lose trackers, just as did the footprints from the lamprey-mouthed creature that had drained blood from the goats. Why the resupply schedule? Because, Ramona surmises, burning the supply ship would have greatly delayed any subsequent outside interference. As it is, the plan was interrupted before the supply ship arrived. The party has only a short time to rest... End of Book 2 While there are a couple of minor side quests (one a basically diplomatic mission), this encounter is normally the end of Book 2, and Book 3 begins a few hours later. You level up to 7th and I can hand over GM duties to our new GM, and go back to being a full-time player. Thank you for bearing with me! ![]()
![]() A flight of stone steps leads down into the cold earth to a large crypt lined with empty niches. Remaining Perception Checks:
Marill: 1d20 + 5 ⇒ (6) + 5 = 11
Quinn: 1d20 + 1 ⇒ (3) + 1 = 4 Tiff: 1d20 - 2 ⇒ (20) - 2 = 18 Tiff finds tracks in the dirt. Survival:
Ismene: 1d20 + 4 ⇒ (9) + 4 = 13
Marill: 1d20 + 1 ⇒ (13) + 1 = 14 Quinn: 1d20 ⇒ 5 Theodore: 1d20 + 3 ⇒ (4) + 3 = 7 Tiff: 1d20 - 2 ⇒ (4) - 2 = 2 You are unable to follow the tracks; you are all trying to stay out of each others' way and trying to not obscure the tracks, so you are mostly looking from the entry by the Light of Theodore's rock. You take a few minutes to re-evaluate and try to follow the tracks again, or just press on through the doorways to the north. You can re-try Survival checks to follow tracks every 10 minutes indoors. ![]()
![]() Sho hits with the Manyshot.
The false Carver Hastings steps towards Fenna and swings at her.
Ramona adjusts her position and readies to strike. Readied Attack:
Attack, Flanking +2, IC +2, Bless +1: 1d20 + 7 + 2 + 2 + 1 ⇒ (10) + 7 + 2 + 2 + 1 = 22
Damage: 1d6 + 1 + 2 ⇒ (2) + 1 + 2 = 5 Round 5
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![]() West Fire: 1d20 ⇒ 8 Does not grow
Sosche and Vexas's efforts keep the fire at bay, and even when more flaming rubble falls down from the balcony, it does not catch. ![]()
![]() Theodore Samuel Walden ... wrote: Theodore nods in gratitude to his fellow Cleric of Pharasma. It almost seems as if he feels as if his brother in Pharasma doesn't even acknowledge his peer standing ... Sorry about that! Poor rolls notwithstanding, Father Grimburrow should take note of Theodore. The priest of Pharasma looks over the novice exorcist. The Church has many such individuals, but somewhat fewer with more experience... there is attrition in the profession after all. "You. Theodore, is it? You serve the Lady of Graves. Make sure that your companions pay proper respect to our archives, our relics, and the Rest Eternal. A bloody 'V' at the memorial, you say? Twice in the past three decades there have been youths trying to scare people with the specter of the Splatter Man. That may be all there is to it, or not. I will post guards tonight." Father Grimburrow writes out a note and marks it with a signet ring.
--- The false crypt mentioned in the professor’s journal is located in the northeast corner of the Restlands, near the junction of the paths known as the Eversleep and the Black Path. The crypt itself is a freestanding granite mausoleum, the roof of which is decorated with a pair of leering gargoyle statues. A single stone door with a rusty-looking lock sits in the mausoleum’s south facade. The lock is broken, its clasp melted by acid and then put back into place so that to casual observation the lock appears intact. No tracks are evident; it has rained in the nearly 3 weeks since the Professor died, so you would not expect to find any. ![]()
![]() Father Grimburrow looks doubtful, but upon assurance from Kendra he relents. "Very well. You may use our archives for our research. Pharasma is a goddess of Knowledge among Her other responsibilities, and we keep detailed records of the matters of this town. Treat the records with respect." Do you choose to first research in the archives, or first go to the potential cache? Although the research task should take a full day, the cache is a fairly short trip that I will say you can squeeze in before or afterwards. The order might matter. ![]()
![]() It is a DC 27 Diplomacy check to obtain access to the cache, so Marill hits it exactly. The Archives are a separate check, which so far has Aid Anothers from Quinn and Kendra (for +4), though somebody needs to make that. Anybody want to give it a shot? "Well," says Father Grimburrow, "it’s possible that members of a previous hierarchy in the church hid some such resources in a crypt. I assume this relates to the spirits of Harrowstone? It is rumored to be haunted, and Professor Lorrimor had sought to investigate the place in the past. Yes, if you promise to put any resources you find towards the goal of putting spirits to rest, you may search the Restlands. Do not disturb the rest of those who have gone to the Great Beyond." ![]()
![]() By the rules, you need 20 waterskins to extinguish one square. Larger containers such as buckets full of dirt or water are more efficient (only 4 needed) and there are buckets around the Government House. I would allow a DC 15 Survival check to try to smother the flames with something like a bedroll (which Vexas has). Success would not fully extinguish a square, but keep it from spreading that round. If Vexas hasn't used his Bonded Item casting today, then Hydraulic Push would extinguish a square. Create Water extinguishes one square per casting at this level. ![]()
![]() Sho's arrows having likewise missed, the Faceless Stalker leader might be feeling emboldened, but his allies have all fallen. Still, he has few good options. He draws his sword and tries to strike down Brannart. Longsword: 1d20 + 12 ⇒ (10) + 12 = 22 He then tries to step towards the stairs, but something blocks his way (the invisible Ramona). She shimmers into view attacking him and landing a hit!
Round 4
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![]() Tiff does not detect any magic. Assuming you move on to the Temple of Pharasma... Father Grimburrow greets you.
If you wish to ask for permission to use the archives of the Temple, please make a Diplomacy check. Kendra will be able to automatically Aid Another, but I'll let you all speak first. And up to you what else you tell the priest. ![]()
![]() @Vexas - Green (the one you originally attacked) is still on the map. Teal (the one that had been stuck in the Grease) is the one Sosche dropped. I put you back where you were. Both Vexas and Fenna miss. The remaining Faceless Stalker attacks Sosche, to no effect. Longsword: 1d20 + 5 ⇒ (9) + 5 = 14
It then falls to the ground. West Fire: 1d20 ⇒ 18 Does not grow
However, the smoke is starting to get thick, at least for those adjacent to the flames.
Vexas resists the choking fumes for now. Round 3
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![]() Sure, Kendra will be with you for now to make an introduction at the Temple; she will go back to the Alarm-protected house when you head off to the Restlands. You approach the memorial. The splotches resolve into a clear letter "V" at the statue’s base. Beyond that, additional blood is splattered elsewhere on the statue and on the ground nearby. ![]()
![]() "Do you mean to ward my front door, Theophania?
---- The Lorrimor house is spacious and comfortable, with rooms for all of you. The night passes with no trouble. Well, no trouble that you are aware of, anyway. In the morning, Tiff casts her Alarm spell and the group heads out. It is about half a mile to the Temple of Pharasma. However, before you get there, you notice something. Crossing the bridge across the Vistear River, you see the memorial. Other than the looming ruins of Harrowstone, Ravengro’s most distinctive landmark is a 25-foot-tall, moss-covered stone statue that overlooks the river. The statue depicts a proud, muscular human man dressed in leathers and wielding a truncheon—a depiction of Warden Hawkran. A total of 25 names—the guards who died in the fire of 4661, as well as the warden’s wife, Vesorianna—are chiseled into the statue’s stone base. From the bridge, you can see red splotches at the base of the statue. They weren't there yesterday. ![]()
![]() Professor Lorrimor's spellbook: Abjuring Step, Alarm, Air Bubble, Comprehend Languages, Crafter’s Fortune, Cultural Adaptation, Detect Undead, Endure Elements, Erase, Fastidiousness, Feather Fall, Floating Disk, Hold Portal, Identify, Mage Armor, Magic Missile, Mindlink, Pierce Facade, Protection from Evil, Sleep, True Skill, True Strike, Vanish Aram Zey's Focus, Arcane Lock, Book Ward, Carrion Compass, Command Undead, Invisibility, Levitate, Obscure Object, Resist Energy, Spider Climb, Suppress Charms and Compulsions Arcane Sight, Clairvoyance/Clairaudience, Dispel Magic, Force Anchor, Gaseous Form, Glimpse the Hidden, Halt Undead, Lightning Bolt, Magic Circle Against Evil, Nondetection, Pierce Disguise, Secret Page, Suggestion, Tiny Hut, Tongues, Wind Wall Arcane Eye, Detect Scrying, Eyes of the Void, Hypercognition, Remove Curse, Purge Spirit, Resilient Sphere, Scrying, True Form While this is quite a haul for 1st-level PCs, he logically would have a spellbook (unless I determined that he normally stored it with Secluded Grimoire and it is now unrecoverable). I tried to put in spells that an investigator/explorer wizard would reasonably have, with a smattering of offense but mostly divination, abjuration, and utility. And, much of the value of this spellbook won't be of actual use to you until much later.
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